Agent skill

r3f-materials

Three.js materials in R3F, built-in materials (Standard, Physical, Basic, etc.), ShaderMaterial with custom GLSL, uniforms binding and animation, and material properties. Use when choosing materials, creating custom shaders, or binding dynamic uniforms.

Stars 7
Forks 1

Install this agent skill to your Project

npx add-skill https://github.com/Bbeierle12/Skill-MCP-Claude/tree/main/skills/r3f-materials

SKILL.md

R3F Materials

Materials define surface appearance—color, texture, reflectivity, transparency, and custom shader effects.

Quick Start

tsx
// Built-in material
<mesh>
  <boxGeometry />
  <meshStandardMaterial color="hotpink" metalness={0.8} roughness={0.2} />
</mesh>

// Custom shader
<mesh>
  <planeGeometry />
  <shaderMaterial
    uniforms={{ uTime: { value: 0 } }}
    vertexShader={vertexShader}
    fragmentShader={fragmentShader}
  />
</mesh>

Built-in Materials

Material Comparison

Material Lighting Use Case Performance
MeshBasicMaterial None UI, unlit, debug Fastest
MeshStandardMaterial PBR General 3D Good
MeshPhysicalMaterial PBR+ Glass, car paint Slower
MeshLambertMaterial Diffuse Matte surfaces Fast
MeshPhongMaterial Specular Shiny plastic Fast
MeshToonMaterial Cel-shaded Stylized Good
MeshNormalMaterial None Debug normals Fastest
MeshDepthMaterial None Depth passes Fastest

MeshBasicMaterial (Unlit)

tsx
<meshBasicMaterial
  color="#ff0000"           // Base color
  map={texture}             // Color texture
  transparent={true}        // Enable transparency
  opacity={0.5}             // Transparency level
  alphaMap={alphaTexture}   // Transparency texture
  side={THREE.DoubleSide}   // Render both sides
  wireframe={true}          // Wireframe mode
  fog={false}               // Ignore scene fog
/>

MeshStandardMaterial (PBR)

tsx
<meshStandardMaterial
  // Base
  color="#ffffff"
  map={colorTexture}
  
  // PBR properties
  metalness={0.5}           // 0 = dielectric, 1 = metal
  metalnessMap={metalMap}
  roughness={0.5}           // 0 = mirror, 1 = diffuse
  roughnessMap={roughMap}
  
  // Normal mapping
  normalMap={normalTexture}
  normalScale={[1, 1]}
  
  // Ambient occlusion
  aoMap={aoTexture}
  aoMapIntensity={1}
  
  // Displacement
  displacementMap={dispMap}
  displacementScale={0.1}
  
  // Emission
  emissive="#000000"
  emissiveMap={emissiveTexture}
  emissiveIntensity={1}
  
  // Environment
  envMap={cubeTexture}
  envMapIntensity={1}
/>

MeshPhysicalMaterial (Advanced PBR)

tsx
<meshPhysicalMaterial
  // Inherits all MeshStandardMaterial props, plus:
  
  // Clearcoat (car paint, lacquer)
  clearcoat={1}
  clearcoatRoughness={0.1}
  clearcoatNormalMap={ccNormal}
  
  // Transmission (glass, water)
  transmission={0.9}        // 0 = opaque, 1 = fully transmissive
  thickness={0.5}           // Volume thickness
  ior={1.5}                 // Index of refraction
  
  // Sheen (fabric, velvet)
  sheen={1}
  sheenRoughness={0.5}
  sheenColor="#ff00ff"
  
  // Iridescence (soap bubbles, oil slicks)
  iridescence={1}
  iridescenceIOR={1.3}
  iridescenceThicknessRange={[100, 400]}
/>

MeshToonMaterial (Cel-shaded)

tsx
<meshToonMaterial
  color="#6fa8dc"
  gradientMap={gradientTexture}  // 3-5 color ramp texture
/>

// Create gradient texture
const gradientTexture = useMemo(() => {
  const canvas = document.createElement('canvas');
  canvas.width = 4;
  canvas.height = 1;
  const ctx = canvas.getContext('2d')!;
  
  // 4-step toon shading
  ctx.fillStyle = '#444'; ctx.fillRect(0, 0, 1, 1);
  ctx.fillStyle = '#888'; ctx.fillRect(1, 0, 1, 1);
  ctx.fillStyle = '#bbb'; ctx.fillRect(2, 0, 1, 1);
  ctx.fillStyle = '#fff'; ctx.fillRect(3, 0, 1, 1);
  
  const texture = new THREE.CanvasTexture(canvas);
  texture.minFilter = THREE.NearestFilter;
  texture.magFilter = THREE.NearestFilter;
  
  return texture;
}, []);

Common Properties (All Materials)

tsx
<meshStandardMaterial
  // Rendering
  transparent={false}
  opacity={1}
  alphaTest={0}           // Discard pixels below threshold
  alphaToCoverage={false} // MSAA alpha
  
  // Faces
  side={THREE.FrontSide}  // FrontSide | BackSide | DoubleSide
  
  // Depth
  depthTest={true}
  depthWrite={true}
  
  // Stencil
  stencilWrite={false}
  stencilFunc={THREE.AlwaysStencilFunc}
  
  // Blending
  blending={THREE.NormalBlending}
  
  // Other
  visible={true}
  fog={true}
  toneMapped={true}
/>

Textures

Loading Textures

tsx
import { useTexture } from '@react-three/drei';

function TexturedMesh() {
  const [colorMap, normalMap, roughnessMap] = useTexture([
    '/textures/color.jpg',
    '/textures/normal.jpg',
    '/textures/roughness.jpg'
  ]);
  
  return (
    <mesh>
      <boxGeometry />
      <meshStandardMaterial 
        map={colorMap}
        normalMap={normalMap}
        roughnessMap={roughnessMap}
      />
    </mesh>
  );
}

Texture Settings

tsx
import { useTexture } from '@react-three/drei';
import * as THREE from 'three';

const texture = useTexture('/texture.jpg', (tex) => {
  tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
  tex.repeat.set(4, 4);
  tex.anisotropy = 16;  // Sharper at angles
});

ShaderMaterial

Full control via GLSL vertex and fragment shaders:

tsx
import { useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import * as THREE from 'three';

const vertexShader = `
  varying vec2 vUv;
  varying vec3 vNormal;
  
  void main() {
    vUv = uv;
    vNormal = normalize(normalMatrix * normal);
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  }
`;

const fragmentShader = `
  uniform float uTime;
  uniform vec3 uColor;
  varying vec2 vUv;
  varying vec3 vNormal;
  
  void main() {
    float pulse = sin(uTime * 2.0) * 0.5 + 0.5;
    vec3 color = mix(uColor, vec3(1.0), pulse * 0.3);
    
    // Simple rim lighting
    float rim = 1.0 - dot(vNormal, vec3(0.0, 0.0, 1.0));
    color += rim * 0.5;
    
    gl_FragColor = vec4(color, 1.0);
  }
`;

function CustomShaderMesh() {
  const materialRef = useRef<THREE.ShaderMaterial>(null!);
  
  useFrame(({ clock }) => {
    materialRef.current.uniforms.uTime.value = clock.elapsedTime;
  });
  
  return (
    <mesh>
      <sphereGeometry args={[1, 32, 32]} />
      <shaderMaterial
        ref={materialRef}
        vertexShader={vertexShader}
        fragmentShader={fragmentShader}
        uniforms={{
          uTime: { value: 0 },
          uColor: { value: new THREE.Color('#ff6b6b') }
        }}
      />
    </mesh>
  );
}

Uniforms

Uniform Types

tsx
uniforms={{
  // Scalars
  uFloat: { value: 1.0 },
  uInt: { value: 1 },
  uBool: { value: true },
  
  // Vectors
  uVec2: { value: new THREE.Vector2(1, 2) },
  uVec3: { value: new THREE.Vector3(1, 2, 3) },
  uVec4: { value: new THREE.Vector4(1, 2, 3, 4) },
  uColor: { value: new THREE.Color('#ff0000') },
  
  // Matrices
  uMat3: { value: new THREE.Matrix3() },
  uMat4: { value: new THREE.Matrix4() },
  
  // Textures
  uTexture: { value: texture },
  uCubeTexture: { value: cubeTexture },
  
  // Arrays
  uFloatArray: { value: [1.0, 2.0, 3.0] },
  uVec3Array: { value: [new THREE.Vector3(), new THREE.Vector3()] }
}}

Animating Uniforms

tsx
function AnimatedShader() {
  const materialRef = useRef<THREE.ShaderMaterial>(null!);
  
  useFrame(({ clock, mouse }) => {
    const uniforms = materialRef.current.uniforms;
    
    uniforms.uTime.value = clock.elapsedTime;
    uniforms.uMouse.value.set(mouse.x, mouse.y);
    uniforms.uResolution.value.set(window.innerWidth, window.innerHeight);
  });
  
  return (
    <shaderMaterial
      ref={materialRef}
      uniforms={{
        uTime: { value: 0 },
        uMouse: { value: new THREE.Vector2() },
        uResolution: { value: new THREE.Vector2() }
      }}
      // ...
    />
  );
}

Shared Uniforms

tsx
// Create shared uniform object
const globalUniforms = useMemo(() => ({
  uTime: { value: 0 },
  uGlobalColor: { value: new THREE.Color('#00ff00') }
}), []);

// Update in useFrame
useFrame(({ clock }) => {
  globalUniforms.uTime.value = clock.elapsedTime;
});

// Use in multiple materials
<mesh>
  <boxGeometry />
  <shaderMaterial uniforms={{ ...globalUniforms, uLocalProp: { value: 1 } }} />
</mesh>

<mesh position={[2, 0, 0]}>
  <sphereGeometry />
  <shaderMaterial uniforms={{ ...globalUniforms, uLocalProp: { value: 2 } }} />
</mesh>

RawShaderMaterial

No built-in uniforms/attributes—full control:

tsx
<rawShaderMaterial
  vertexShader={`
    precision highp float;
    
    // Must declare all inputs manually
    attribute vec3 position;
    attribute vec2 uv;
    
    uniform mat4 projectionMatrix;
    uniform mat4 modelViewMatrix;
    
    varying vec2 vUv;
    
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `}
  fragmentShader={`
    precision highp float;
    
    varying vec2 vUv;
    
    void main() {
      gl_FragColor = vec4(vUv, 0.0, 1.0);
    }
  `}
/>

Material Extensions

Extend Existing Materials

tsx
import { extend } from '@react-three/fiber';
import { shaderMaterial } from '@react-three/drei';

// Create extended material
const GradientMaterial = shaderMaterial(
  // Uniforms
  { uColorA: new THREE.Color('#ff0000'), uColorB: new THREE.Color('#0000ff') },
  // Vertex
  `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  // Fragment
  `
    uniform vec3 uColorA;
    uniform vec3 uColorB;
    varying vec2 vUv;
    void main() {
      gl_FragColor = vec4(mix(uColorA, uColorB, vUv.y), 1.0);
    }
  `
);

// Register with R3F
extend({ GradientMaterial });

// Use in JSX
function Gradient() {
  return (
    <mesh>
      <planeGeometry args={[2, 2]} />
      <gradientMaterial uColorA="#ff0000" uColorB="#0000ff" />
    </mesh>
  );
}

Performance Tips

Technique When to Use
Share materials Multiple meshes, same appearance
Use cheaper materials Distant objects (Basic vs Standard)
Limit texture size Mobile, large scene
Disable unneeded features fog={false}, toneMapped={false}

Material Reuse

tsx
// Define once
const sharedMaterial = useMemo(() => (
  <meshStandardMaterial color="red" roughness={0.5} />
), []);

// Reuse (same GPU program)
{items.map((item, i) => (
  <mesh key={i} position={item.pos}>
    <boxGeometry />
    {sharedMaterial}
  </mesh>
))}

File Structure

r3f-materials/
├── SKILL.md
├── references/
│   ├── pbr-properties.md     # PBR material deep-dive
│   ├── uniform-types.md      # Complete uniform reference
│   └── shader-templates.md   # Common shader patterns
└── scripts/
    ├── materials/
    │   ├── gradient.ts       # Gradient shader material
    │   ├── fresnel.ts        # Fresnel/rim effect
    │   └── dissolve.ts       # Dissolve effect
    └── utils/
        └── uniform-helpers.ts # Uniform animation utilities

Reference

  • references/pbr-properties.md — Deep-dive into PBR material properties
  • references/uniform-types.md — All uniform types and GLSL mappings
  • references/shader-templates.md — Common shader effect patterns

Expand your agent's capabilities with these related and highly-rated skills.

Bbeierle12/Skill-MCP-Claude

audio-router

Router for audio domain including playback, analysis, and audio-reactive visuals. Use when implementing any audio functionality including music, sound effects, visualizers, or audio-driven animations. Routes to 3 specialized skills.

7 1
Explore
Bbeierle12/Skill-MCP-Claude

case-studies-reference

Game building mechanics case studies and decision frameworks. Use when designing building systems, evaluating trade-offs, or learning from existing games. Reference-only skill with detailed analysis of Fortnite, Rust, Valheim, Minecraft, No Man's Sky, and Satisfactory building systems.

7 1
Explore
Bbeierle12/Skill-MCP-Claude

brainstorming

Use when starting any feature, project, or design work. Guides collaborative design refinement through incremental questioning before any code is written.

7 1
Explore
Bbeierle12/Skill-MCP-Claude

shader-router

Decision framework for GLSL shader projects. Routes to specialized shader skills (fundamentals, noise, SDF, effects) based on task requirements. Use when starting a shader project or needing guidance on which shader techniques to combine.

7 1
Explore
Bbeierle12/Skill-MCP-Claude

audio-playback

Audio playback using Tone.js including players, transport, scheduling, and loading audio. Use when implementing background music, sound effects, audio synchronization, or timed audio events. Essential for any audio-enabled web application.

7 1
Explore
Bbeierle12/Skill-MCP-Claude

doc-coauthoring

Guide users through a structured workflow for co-authoring documentation. Use when user wants to write documentation, proposals, technical specs, decision docs, or similar structured content. This workflow helps users efficiently transfer context, refine content through iteration, and verify the doc works for readers. Trigger when user mentions writing docs, creating proposals, drafting specs, or similar documentation tasks.

7 1
Explore

Didn't find tool you were looking for?

Be as detailed as possible for better results